Object which computes metrics for a bounding box by continuously taking canvas path commands
Warning: This file is merely a crutch to get bounding box information without explicit metadata. This is likely to get deprecated following SMuFL support.
taken from: https://github.com/gabelerner/canvg/blob/860e418aca67b9a41e858a223d74d375793ec364/ca nvg.js#L449
export class BoundingBoxComputation {
constructor(x1, y1, x2, y2) { // pass in initial points if you want
this.x1 = Number.NaN;
this.y1 = Number.NaN;
this.x2 = Number.NaN;
this.y2 = Number.NaN;
this.addPoint(x1, y1);
this.addPoint(x2, y2);
}
width() {
return this.x2 - this.x1;
}
height() {
return this.y2 - this.y1;
}
addPoint(x, y) {
if (x != null) {
if (isNaN(this.x1) || isNaN(this.x2)) {
this.x1 = x;
this.x2 = x;
}
if (x < this.x1) this.x1 = x;
if (x > this.x2) this.x2 = x;
}
if (y != null) {
if (isNaN(this.y1) || isNaN(this.y2)) {
this.y1 = y;
this.y2 = y;
}
if (y < this.y1) this.y1 = y;
if (y > this.y2) this.y2 = y;
}
}
addX(x) {
this.addPoint(x, null);
}
addY(y) {
this.addPoint(null, y);
}
addQuadraticCurve(p0x, p0y, p1x, p1y, p2x, p2y) {
const cp1x = p0x + 2 / 3 * (p1x - p0x); // CP1 = QP0 + 2/3 *(QP1-QP0)
const cp1y = p0y + 2 / 3 * (p1y - p0y); // CP1 = QP0 + 2/3 *(QP1-QP0)
const cp2x = cp1x + 1 / 3 * (p2x - p0x); // CP2 = CP1 + 1/3 *(QP2-QP0)
const cp2y = cp1y + 1 / 3 * (p2y - p0y); // CP2 = CP1 + 1/3 *(QP2-QP0)
this.addBezierCurve(p0x, p0y, cp1x, cp1y, cp2x, cp2y, p2x, p2y);
}
addBezierCurve(p0x, p0y, p1x, p1y, p2x, p2y, p3x, p3y) {
from http://blog.hackers-cafe.net/2009/06/how-to-calculate-bezier-curves-bounding.html
const p0 = [p0x, p0y];
const p1 = [p1x, p1y];
const p2 = [p2x, p2y];
const p3 = [p3x, p3y];
let i;
this.addPoint(p0[0], p0[1]);
this.addPoint(p3[0], p3[1]);
const f = (t, i) => Math.pow(1 - t, 3) * p0[i] +
3 * Math.pow(1 - t, 2) * t * p1[i] +
3 * (1 - t) * Math.pow(t, 2) * p2[i] +
Math.pow(t, 3) * p3[i];
for (i = 0; i <= 1; i++) {
const b = 6 * p0[i] - 12 * p1[i] + 6 * p2[i];
const a = -3 * p0[i] + 9 * p1[i] - 9 * p2[i] + 3 * p3[i];
const c = 3 * p1[i] - 3 * p0[i];
if (a === 0) {
if (b === 0) continue;
const t = -c / b;
if (0 < t && t < 1) {
if (i === 0) this.addX(f(t, i));
if (i === 1) this.addY(f(t, i));
}
continue;
}
const b2ac = Math.pow(b, 2) - 4 * c * a;
if (b2ac < 0) continue;
const t1 = (-b + Math.sqrt(b2ac)) / (2 * a);
if (0 < t1 && t1 < 1) {
if (i === 0) this.addX(f(t1, i));
if (i === 1) this.addY(f(t1, i));
}
const t2 = (-b - Math.sqrt(b2ac)) / (2 * a);
if (0 < t2 && t2 < 1) {
if (i === 0) this.addX(f(t2, i));
if (i === 1) this.addY(f(t2, i));
}
}
}
}